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 |  |  | DBZ
      CCG Card of the Day 
        
          |  Image from dbzcardgame.com
 | 
              
                | Goku's Farewell Cell
                  Games   Reviewed June 3, 2002   |  
                | Standard
                        Rating: 2.51 (based on
                  5 reviews) Tuff
                  Enuff: 2.81 (based on
                  2 reviews)
 Ratings are based on a 1 to 5
                  scale1 being the worst.  3 ... average.  5 is the highest rating.
 |  |  
        
          |  IQ
 A Score Guy
 | Standard I don't think the card is that amazing in this
            format because there is just way too much stasis all over the place
            and who doesn't use Aura Clash to get around those pesky level ones
            like A-18 and Piccolo? This card is pretty much for some good old
            beatdown and it can really backfire in this format. >_< Rating 1.9 Tuff Enuff This is where the card gets a lil better, not
            much stasis to worry about and a lot of Physical beatdown decks.
            Almost every deck in this format should pack at least one because
            even if your deck is not desiged around this card it's still pretty
            good to use it late game when you only have about 20 life cards left
            or something like that cuz your opponent won't see it coming and it
            will give them more to worry about when they have so few life cards
            left.... just think about it but don't hurt yallz self. ;-p Rating 3.8 |  
          | tk | No Review Today |  
          | Trunks The
 Swordsman
 | Monday
            - Goku's Farewell Hmmmmmm ick. This card is just horrible in my opinion. You jump to
            your highest MP and you get 5 turns to win or the game is over for
            you. If i wanna use my level 5 ill just use aura clash myself but
            this card is only helpful if you know you're gonna lose or you can
            with your level 4-5 power. Its a gamble though. An aura clash will
            end the game. Saiyan Suicide decks will probably have this card in
            for fun. Trunks level 5 with Saiyan can be very very evil. But other
            than that this card wont be played much at all.
 Rating
            = 1.9
           |  
          |  Raith
 | Well, this was by far the most
            interesting card in my opinion of the saga.. it gives those lv.5's a
            place in your decks, and add a lot of punch to beatdown decks in the
            endgame. It certainly has a lot of benefits, decks like trunks
            beatdown now have access to those high power levels and lv.5 powers.
            the only problem with this card is the time limit... assuming you or
            your opponent doesnt raise your anger, you  have 5 turns to win
            the game, or you lose. Thats a huge problem, because most decks dont
            have the punch to win in early game, and with such a huge
            restriction,  its a gamble to play this card, even with the
            benefits. In TE its slightly worse, because players are
            more likely to expect beatdown.. so you are less likely to win with
            this card being used. Standard - 3.5/5Tuff Enuff - 3/5
 |  
          |   Goken
 | This card is a wonderful concept,
            though it is very risky because an Aura Clash will blow you away if
            you've just Farewelled. However, it is quite a nice reply to all
            those who complained at the uselessness of cool level 4s and 5s
            (even 3s!). Most people advise a Winter Countryside in combination,
            but there are other safeguards (pickin at your opponent's deck,
            keepin a TES handy for example). If you are both bold and daring,
            this is a card that can really destroy your opponent. Aura Clash is
            even more potent in Tuff Enuff (and there's Are You Tuff Enuff?), so
            using Farewell is a bit riskier in that environment. Standard rating: 3Tuff Enuff: 2.5
 |  
          |  DBM
 | When I pulled this card a week or
            so before CG's release, and posted it on Fanatics, it received a
            HUGE uproar of chatter about it. This card definetly brings power to
            the table. You can level up instantly to an insanely powerful level
            5 or a nifty power like Android 16's level 3. The only problem is,
            if you get aura clashed or jump kicked, game over. The only real
            safety is having Winter Countryside out, but that still takes off 1
            turn you have to live. I think aura clash is just a much better card
            to level you up. Standard: 2.25 This card, in my opinion, is much worse in
            Tuff Enuff. The fact that MPP Victory isn't even a concern should
            just make you play 3 aura clashes, leveling w/o the liability of a
            game loss. It is still powerful to level up to cell's level 5 when
            you know your opponent has no energy defense, or vegeta's level 5 if
            they're at 0, but clash is just better. TE: 1.95 DBM |  
 |